US20250205605A1 - Program, virtual space providing method, and virtual space providing system - Google Patents
Program, virtual space providing method, and virtual space providing system Download PDFInfo
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- US20250205605A1 US20250205605A1 US18/846,699 US202218846699A US2025205605A1 US 20250205605 A1 US20250205605 A1 US 20250205605A1 US 202218846699 A US202218846699 A US 202218846699A US 2025205605 A1 US2025205605 A1 US 2025205605A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/63—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/20—Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2200/00—Indexing scheme for image data processing or generation, in general
- G06T2200/24—Indexing scheme for image data processing or generation, in general involving graphical user interfaces [GUIs]
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/04—Architectural design, interior design
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2219/00—Indexing scheme for manipulating 3D models or images for computer graphics
- G06T2219/20—Indexing scheme for editing of 3D models
- G06T2219/2004—Aligning objects, relative positioning of parts
Definitions
- the present invention relates to a program, a method for providing a virtual space, and a system for providing a virtual space.
- Patent Document 1 describes an information processing apparatus that executes a building game.
- the document discloses that, in this information processing apparatus, a building that a user wishes to build in a game is customized, etc. in advance so that the user can quickly build a desired building in the game.
- Some aspects of the present invention have been made in view of the above-described circumstances, and an object thereof is to provide an information processing technique that improves users' convenience regarding their operation on virtual structures in a virtual space.
- a program causes a computer providing a virtual space to function as: an acquiring unit that acquires item information regarding a plurality of items used by an object operated by a user in the virtual space; a formation unit that forms one or more virtual structures based on the plurality of items; a selecting unit that selects items of a common variation associated with the plurality of items, based on a user input; and a replacement unit that replaces at least a portion of the plurality of items forming the one or more virtual structures with items of the common variation, when the plurality of items satisfy a predetermined condition.
- a method for providing a virtual space includes the steps of: acquiring item information regarding a plurality of items used by an object operated by a user in the virtual space; forming one or more virtual structures based on the plurality of items; selecting items of a common variation associated with the plurality of items, based on a user input; and replacing at least a portion of the plurality of items forming the one or more virtual structures with items of the common variation, when the plurality of items satisfy a predetermined condition.
- a system for providing a virtual space includes: an acquiring unit that acquires item information regarding a plurality of items used by an object operated by a user in the virtual space; a formation unit that forms one or more virtual structures based on the plurality of items; a selecting unit that selects items of a common variation associated with the plurality of items, based on a user input; and a replacement unit that replaces at least a portion of the plurality of items forming the one or more virtual structures with items of the common variation, when the plurality of items satisfy a predetermined condition.
- a “unit” does not merely refer to a physical means alone, and the functions of a “unit” may be realized through software.
- the functions of a single “unit” or a single device may be realized by two or more physical means or devices, and the functions of two or more “units” or devices may be realized by a single physical means or device.
- the present invention improves users' convenience regarding their operation on virtual structures in a virtual space.
- FIG. 2 is an overview illustrating an example of a crafting game according to the first embodiment of the present invention.
- FIG. 3 is a schematic configuration diagram (block diagram) showing an example of the functional configuration of an information processing server and a player terminal according to the first embodiment of the present invention.
- FIG. 5 is an illustration for explaining an example of a virtual warehouse according to the first embodiment of the present invention.
- FIG. 6 is an illustration showing an example of a protect cube (PQ) according to the first embodiment of the present invention.
- FIG. 7 is an illustration showing an example PQ according to the first embodiment of the present invention.
- FIG. 8 is an illustration showing an example PQ according to the first embodiment of the present invention.
- FIG. 9 is a flowchart showing an example of craft processing according to the first embodiment of the present invention.
- FIG. 10 is an illustration showing an example of a screen of an output unit of the player terminal according to the first embodiment of the present invention.
- FIG. 11 is an illustration showing an example of a screen of an output unit of the player terminal according to the first embodiment of the present invention.
- FIG. 12 is an illustration showing an example of a screen of an output unit of the player terminal according to the first embodiment of the present invention.
- FIG. 13 is a flowchart showing an example of virtual structure change processing according to the first embodiment of the present invention.
- FIG. 14 is an illustration showing an example of a screen of an output unit of the player terminal according to the first embodiment of the present invention.
- FIG. 15 is an illustration showing an example of a screen of an output unit of the player terminal according to the first embodiment of the present invention.
- FIG. 16 is an illustration showing an example of a screen of an output unit of the player terminal according to the first embodiment of the present invention.
- FIG. 17 is a flowchart showing an example of virtual structure movement processing according to the first embodiment of the present invention.
- FIG. 18 is an illustration showing an example of a screen of an output unit of the player terminal according to the first embodiment of the present invention.
- FIG. 19 is a conceptual diagram showing an example of virtual structure placement processing according to the first embodiment of the present invention.
- FIG. 20 is a schematic configuration diagram showing an example of the functional configuration of an information processing server and a player terminal according to a second embodiment of the present invention.
- FIG. 21 is a schematic configuration diagram showing an example of the functional configuration of an information processing server and a player terminal according to a third embodiment of the present invention.
- FIG. 22 is a schematic configuration diagram (block diagram) of an information processing server and a player terminal according to each embodiment of the present invention.
- “Items” include, for example, building materials, furniture, equipment, materials, and intermediate materials for creating materials in the virtual space. “Items” may also include virtual facilities or virtual devices in the virtual space. “Items” may also include dishes cooked by a player character in the virtual space or ingredients used for cooking in the virtual space. Such “items” include, for example, various items that increase the player's offensive ability, defensive ability, etc., but examples thereof are not limited to the above and may also include, for example, various items that increase damage to other players and enemy characters, or various items for restoring the player's stamina.
- a “parameter” refers to information that is managed in association with a player character or an item.
- “parameters” for a player character include information on the player character related to the progress of the game, such as the player character's offensive ability, defensive ability, or stamina indicating the physical strength of the character.
- “Parameters” for an item include, for example, parameters related to the weight of the item. The “parameters” may be determined according to the content of the gameplay. The “parameters” may be determined based on, for example, the difficulty or importance of the gameplay. Such “parameters” indicate something that gives a particular player character in a game that a player participates in, relatively advantageous or disadvantageous effects against other player characters in, for example, the progress of the game, and the types of the parameters are not particularly limited.
- FIG. 3 is a block diagram showing an example of the functional configuration of the information processing server 1 and the functional configuration of the player terminal 3 according to the first embodiment of the present invention.
- the player terminal 3 is configured so as to include a game control unit 50 that controls the execution of the game, a display control unit 40 that controls display related to the game, and a recording unit 38 that records information related to the execution of the game.
- the game control unit 50 is configured so as to include, in terms of function, an information acquiring unit 51 (acquiring unit), a virtual structure formation unit 52 (formation unit), an item selecting unit 53 (selecting unit), an item replacement unit 54 (replacement unit), a virtual facility placement unit 55 , a virtual device placement unit 56 , and a movement unit 57 .
- Each of the above parts of the game control unit 50 can be implemented by, for example, a CPU 31 executing programs stored in the recording unit 38 or in a memory 33 shown in FIG. 22 .
- the information acquiring unit 51 acquires item information related to a plurality of items used by a player character operated by a user in the virtual space.
- the information acquiring unit 51 may acquire item information II from the recording unit 38 , and may also acquire item information II from a device or database external to the player terminal 3 .
- FIG. 4 is a diagram showing an example of item information according to the first embodiment of the present invention.
- item information II each of a plurality of items used in the game is associated with information on “category,” “type,” and “variation.”
- an item may be a wooden wall item which is of “wooden wall A” type in the “wall/ceiling decoration” category, with a “red” variation.
- Category refers to information for distinguishing or classifying items. For example, such “category” may include information indicating that an item is related to “wall/ceiling decoration,” “building materials,” “furniture,” or “facilities.”
- the virtual structure formation unit 52 creates (forms) one or more virtual structures based on a plurality of items.
- the virtual structure formation unit 52 creates a virtual building by combining items, such as walls, ceilings, roofs, and doors, which are specified by input from the user.
- the virtual structure may include, for example, virtual buildings (e.g., a house), or furniture, such as a kitchen table, lighting devices, or bookshelves.
- the virtual structure may also include, for example, a virtual facility (a virtually established facility).
- Such virtual facilities may include, for example, factories, laboratories, bridges, bases, roads, railways, towers, plantations, fountains, zoos, or aquariums.
- the virtual facilities may also include virtual storage facilities described below.
- the item replacement unit 54 rearranges (replaces) at least a portion of the plurality of items with items of a common variation.
- the “one or more virtual structures,” being a replacement target, may be determined by a given method, and examples thereof include those described in (i) to (vi) below.
- a given method may be used to determine whether or not something corresponds to a “virtual structure,” and examples thereof include the methods described in (i) to (iii) below.
- the “predetermined condition” includes, for example, those mentioned in (i) to (iv) below. It should be noted here that “replacing at least a portion of the plurality of items with . . . ” includes replacing all of the plurality of items and replacing a portion of the plurality of items.
- the item replacement unit 54 may replace at least a portion of the plurality of items (e.g., adjacent items of wooden wall A) with items of a common variation (e.g., items of red wooden wall A).
- condition (iii) for example, when a plurality of items forming one or more virtual structures (e.g., a house) are items of a common type (e.g., wooden wall A) and they are placed in a particular range of the virtual space that is specified by the user, the item replacement unit 54 may replace at least a portion of the plurality of items (e.g., items of wooden wall A in the specified particular range) with items of a common variation (e.g., items of red wooden wall A).
- a common type e.g., wooden wall A
- the item replacement unit 54 may replace at least a portion of the plurality of items (e.g., items of wooden wall A forming the specified single virtual structure) with items of a common variation (e.g., items of red wooden wall A).
- “Items of a common type,” which can be subject to replacement, may be set in advance by the player (user). Such “items of a common type” may include items of one or more common types. For example, “items of a common type” may include “wooden wall” items only, may include “wooden wall” items and “pillar” items, or may include “tile wall” items and “roof” items. The “items of a common type” that are set in advance may be changed as appropriate.
- Each of the above-indicated conditions shares a common condition of “a plurality of items forming one or more virtual structures” being “items of a common type”; however, such common condition is not limited to the above.
- a common condition shared by the respective conditions may include “a plurality of items forming one or more virtual structures” being items of a “common” category.
- the virtual facility placement unit 55 places virtual facilities in the virtual space.
- the virtual facility placement unit 55 may place, in the virtual space, a virtual warehouse (a virtual storage facility) capable of storing a plurality of items therein.
- the virtual facility placement unit 55 may automatically place, in each of a plurality of predetermined virtual fields (areas) of the virtual space, one or more particular virtual facilities associated with the field.
- the virtual facility placement unit 55 may also place, in the virtual space, one or more virtual facilities that are specified by a user input.
- the areas may be separated based on, for example, the topography of the virtual field, or such separation may be arbitrarily performed depending on the virtual field according to the game system. Examples of such “area” include a plain, a forest, a wilderness, a desert, or a marsh in the virtual space.
- the “area” may include different maps (virtual fields) in which the object O can move upon load (read) processing in the game.
- Each PQ is placed in the virtual space such that the “predetermined range” associated with the PQ is included in one area.
- PQs are configured so as to be able to provide their effect in one area.
- a safety zone R 1 which is the largest in size
- a safety zone R 5 which is the smallest in size
- a safety zone R 3 which is smaller than the safety zone R 1 but larger than the safety zone R 5 , is displayed.
- the “predetermined effect” in the “predetermined range” includes an effect that gives an advantage relative to other player characters, etc., and the types of such effect are not particularly limited.
- the “predetermined effect” may include, for example, a state in which an enemy character EO different from the object O operated by the user does not appear in the safety zone R 1 , R 3 , R 5 .
- the safety zone associated with the object O may be given the effect of prohibiting player characters operated by other players from entering the zone. There may be a given number of PQs and there are three PQs in the example shown in FIG. 6 ; however, the number is not limited to such example.
- the virtual structure formation unit 52 shown in FIG. 3 obtains one or more items I out of the virtual warehouse WH based on an input from the user who operates the object O, and forms one or more virtual buildings S using the obtained one or more items I.
- the object O is in the safety zone R, it can create virtual buildings S without going to the virtual warehouse WH (even if the object O is located away from the virtual warehouse WH).
- the movement unit 57 moves one or more virtual structures in the virtual space.
- the movement unit 57 moves one or more virtual structures that are specified based on an input from the user. For example, when the movement unit 57 moves one or more virtual structures placed on a first placement surface in the virtual space to a second placement surface having a different inclination from that of the first placement surface, it places the one or more virtual structures on the second placement surface based on such inclination. The more specific method for such movement will be described in more detail below with reference to FIG. 19 .
- the movement unit 57 may also move, for example, at least one of a virtual facility and a virtual device in the virtual space in a similar way to the above-mentioned method for moving a virtual structure.
- the display control unit 40 is configured so as to include, in terms of function, a category presenting unit 41 , a category specifying unit 42 , an item presenting unit 43 , an item specifying unit 44 , a variation presenting unit 45 , and a region outputting unit 46 .
- Each unit of the display control unit 40 can be implemented by, for example, the CPU 31 executing programs stored in the recording unit 38 or in the memory 33 shown in FIG. 22 .
- the category presenting unit 41 presents, on the screen, one or more categories related to one or more items used by a player character in the virtual space in a manner whereby a category can be specified.
- the item presenting unit 43 presents, on the screen, one or more items associated with the particular category specified by the category specifying unit 42 , in a manner whereby an item can be specified. For example, based on a predetermined level of priority, the item presenting unit 43 presents one or more items associated with the particular category specified. With this configuration, for example, items with higher priority can be presented on the screen in a manner that the player can easily specify such items with higher priority.
- the item presenting unit 43 may present items with higher priority on the left side and items with lower priority on the right side in a region for presenting particular types TP on the screen, such as the one shown in FIG. 11 .
- the item presenting unit 43 may present items with higher priority at the upper part and items with lower priority at the bottom part.
- the item presenting unit 43 may add emphasis on items with higher priority, as compared to items with lower priority.
- the “predetermined level of priority” is determined based on information which is, for example, at least one of: identification information of each item; the status of possession of one or more items by the object O; and the status of use of one or more items by the object O.
- the “status of possession of one or more items” includes a status of whether or not one or more items are possessed by the object O, including, for example, a status of whether or not one or more items have been purchased by the object O.
- the item presenting unit 43 may present purchased items (items with higher priority) on the left side and unpurchased items (items with lower priority) on the right side in the region for presenting particular types TP on the screen, such as the one shown in FIG. 11 .
- the “status of use of one or more items” includes a status of the current or previous use of item(s) by the object O.
- a status of current use includes, for example, a status of use of items that are currently used for crafting which is being performed by the object O, and a status of use of items that are related to a virtual structure that is going to be made.
- the item presenting unit 43 may place priority on items having high relevancy with the items that are currently used for crafting, or items that are highly likely to be used for a virtual structure that is going to be made, and present such items as items with higher priority.
- a status of previous use includes the fact of one or more items having been used a predetermined threshold number of times or more, or at a predetermined threshold frequency or more, for the item most recently used by the object O. Since an item that has been used a predetermined threshold number of times or more, or at a predetermined threshold frequency or more, for the item most recently used by the object O is an item that is highly likely to be used by the object O, such item is presented with higher priority so that the object O can easily specify the item.
- the item presenting unit 43 may present items related to weapons, which are likely to be used in the battle, with higher priority than items related to walls and ceilings, which are likely to be used for crafting. If there is a restriction on the items that the object O can use according to its level, then the item presenting unit 43 may give priority to items that the object O of a certain level is allowed to use and present such items.
- the “predetermined level of priority” may be changed as appropriate by the player.
- the player may be able to sort the items based on such priority levels. For example, with the use of the sorting feature, unpurchased (unpossessed) items may be given priority for display on the screen. This configuration will facilitate the player to purchase unpurchased items.
- the item presenting unit may further present the number of items that the user possesses for a particular item specified by the item specifying unit 44 (described below), in association with the particular item specified.
- the item specifying unit 44 specifies a particular item from among the one or more items based on an input from the user.
- the variation presenting unit 45 presents, on the screen, one or more variation items related to the particular item specified by the item specifying unit 44 , in association with the particular item specified, in a manner whereby a variation item can be specified.
- the region outputting unit 46 outputs a predetermined region for receiving a user input on the screen. For example, when a first variation item that is not possessed by the user is specified from among a plurality of variation items for the particular item, based on a user input, the region outputting unit 46 outputs an input receiving region for receiving a user input for the user to at least obtain the first variation item on the screen.
- the recording unit 38 records, for example, player information PI, item information II, priority information PI, virtual structure information VSI, virtual facility information VFI, virtual device information VAI, and replacement condition information RCI.
- item information II, priority information PI, virtual structure information VSI, virtual facility information VFI, virtual device information VAI, and replacement condition information RCI are recorded in association with each player (user).
- the player information PI records, for example, the following information in association with one another: identification information of one or more players, player characters each player has, and identification information of the game that each player plays using the player characters. Further, the player information PI may be recorded for each of the one or more players (player characters), in association with item information II for the items possessed by the player (player character).
- the priority information PI is information relating to the level of priority based on which the item presenting unit 43 presents items. In other words, the priority information PI is information regarding the above-described “predetermined level of priority.”
- the virtual facility information VFI is information related to the virtual facility.
- the virtual facility information VFI includes, for example, identification information of the virtual facility and identification information of one or more items forming the virtual facility.
- the virtual facility information VFI includes information on the area where the virtual facility is placed in the virtual space, the position at which the virtual facility is placed, the inclination of the virtual field at which the virtual facility is placed, and the like.
- the virtual device information VAI is information on a virtual device.
- the virtual device information VAI includes identification information of the virtual device, as well as information regarding the display size in the virtual space for each virtual device, the range (display size) of the safety zone associated with the virtual device, and the content of the “predetermined effect.”
- the virtual device information VAI may also include information on the area where the virtual device is placed in the virtual space, the position at which it is placed, the inclination of the virtual field at which it is placed, and the like.
- the recording unit 38 may further record information for generating the virtual space.
- the recording unit 38 includes, for example, one or more virtual gaming space data templates for defining a virtual space VS as shown in FIG. 2 .
- the information processing server 1 is configured so as to include an information processing unit 60 that executes information processing for managing the crafting game, and a recording unit 18 that records information relating to the information processing for managing the crafting game.
- the information processing unit 60 is configured so as to include, in terms of function, a game management unit 62 .
- the information processing unit 60 can be implemented by, for example, a CPU 11 executing programs stored in the recording unit 18 or in a memory 13 as shown in FIG. 22 .
- the game management unit 62 executes processing for operating and managing the game.
- the game management unit 62 operates the game based on gaming software included in the game operation information GOI recorded on the recording unit 18 and the content of the player's operation input through the input unit 36 shown in FIG. 22 .
- the game management unit 62 automatically executes processing for managing the crafting game based on, for example, parameters associated with each of a plurality of player characters participating in the crafting game, setting information connected with the crafting game (such as the type of the crafting game and rewards that a player or player character can obtain when it completes a challenge), and information on player inputs obtained via the player terminal 3 (such as the player's selection of the content of a game that the player wishes to play), and the information processing server 1 automatically executes processing for managing the crafting game.
- the game management unit 62 records the results of the crafting game processing (e.g., log information) in the recording unit 18 .
- the parameters, the setting information connected with the crafting game, and the information on the player's inputs may be recorded in the recording unit 18 in advance as game operation information GOI. Furthermore, the game management unit 62 performs the game management processing based on image data also included in the game operation information GOI, as well as music data and voice data included in the game operation information GOI.
- various types of information related to the game executed by the game management unit 62 are managed by the information processing server 1 .
- the game management unit 62 communicates with the player terminal 3 so as to cause various types of information managed by the player terminal 3 to be updated.
- processing involving changes to the various types of information include processing that involves changes to the content of the game, such as the player character's parameters, items owned by the player character, and facilities made by the player character.
- the game management unit 62 When the game is managed on the side of the player terminal 3 (in the case of a second embodiment described later), the game management unit 62 provides the player terminal 3 with necessary information for management, etc. of the game.
- the game management unit 62 may obtain, at a given timing from the player terminal 3 , information updated based on the progress of the game being executed by the player terminal 3 , and manage the obtained updated information.
- FIG. 9 is a flowchart showing an example of the craft processing according to the first embodiment of the present invention.
- FIGS. 10 to 12 each illustrate an example of the screen of the output unit 37 of the player terminal 3 .
- FIGS. 10 to 12 are example screens for explaining an example of the player's (user's) crafting operation (e.g., an architect mode).
- the information acquiring unit 51 of the information processing system 100 acquires item information II regarding a plurality of items used by an object O operated by a player (user) in a virtual space VS (step S 1 ).
- the category presenting unit 41 of the information processing system 100 presents, on a screen D, one or more categories CL related to one or more items used by the object O in the virtual space VS in a manner whereby a category can be specified (step S 3 ).
- the information processing system 100 specifies a particular category (e.g., “wall/ceiling decoration”) from among the one or more categories CL based on a user input (step S 5 in FIG. 9 ).
- a “user input” includes an input from the user made via the input unit 36 of the player terminal 3 .
- such “user input” includes an input via a cursor C which behaves in response to the user's operation on a mouse, etc. of the input unit 36 of the player terminal 3 (such as a click operation, a double-click operation, or an operation of stopping the cursor C on a category CL icon for a certain period of time).
- Any method can be used to present one or more categories CL and, for example, one or more categories CL may be presented so as to be lined up in the right/left direction on the upper part of the screen D as shown in FIG. 10 .
- the one or more categories CL may be scrolled to the left when the user presses the “Q” key K 1 on the keyboard of the input unit 36 , while the one or more categories CL may be scrolled to the right when the user presses the “E” key K 3 .
- the item presenting unit 44 of the information processing system 100 presents, on the screen D, one or more items associated with the specified particular category (e.g., “wall/ceiling decoration”) in a manner whereby an item can be specified (step S 7 in FIG. 9 ).
- the information processing system 100 may present one or more types TP of items for the specified particular category on the lower side of the screen D such that the items are lined up in the right/left direction according to a predetermined level of priority.
- the item specifying unit 44 of the information processing system 100 specifies an item of a particular type TP 1 (e.g., “wooden wall”) from among the one or more items, based on a user input (e.g., an input through the operation of the cursor C) (step S 9 in FIG. 9 ). As shown in FIG. 11 , when the item of a particular type TP 1 is specified, item information II for the particular type TP 1 is output on the screen D. This configuration enables the user to easily understand the information regarding the item of a particular type TP 1 that has been specified by the user themself.
- a user input e.g., an input through the operation of the cursor C
- the portion “ ⁇ 120” N1 indicates, for example, the number of items of the “wooden wall” type that are owned by the object O.
- all of the 120 “wooden wall” type items may be available as “wooden wall” type items with a common variation (e.g., red), or available as “wooden wall” type items with different variations (e.g., red and blue).
- the 120 “wooden wall” type items may be available as 100 “wooden wall” type items in “blue” and 20 “wooden wall” type items in “red.”
- the portion “ ⁇ 24” N3 with an icon in the shape of a backpack indicates the number of “wooden wall” type items that the object O carries therewith.
- the portion “ ⁇ 24” N5 with an icon in the shape of a warehouse indicates the number of “wooden wall” type items that the object O stores in a virtual warehouse.
- the blank portions in the region for displaying the type TP will be filled as the number of types that the object O carries (or possesses) increases.
- 10 types can be displayed on the screen D; however, when the number of types exceeds 10, the user may perform, for example, a scrolling operation on the screen D so as to display other types that are not currently displayed on the screen D.
- the variation presenting unit 45 of the information processing system 100 determines whether or not the specified particular item has variation items associated therewith, by referring to, for example, the item information II recorded on the recording unit 38 shown in FIG. 3 (step S 11 in FIG. 9 ). If there is no variation item associated with the specified particular item (No in step S 11 ), the processing goes to step S 13 . As shown in FIG. 11 , the information processing system 100 places the particular item of type TP 1 , which is specified based on the user input, on a wall portion W of a virtual house H that is in the process of being crafted (step S 13 ).
- step S 11 if there is a variation item associated with the specified particular item (Yes in step S 11 ), the processing goes to step S 15 .
- the variation presenting unit 45 presents items of one or more variations VR for the specified particular item on the screen D in association with the particular item in a manner whereby a variation item can be specified (step S 15 in FIG. 9 ).
- step S 15 in FIG. 9
- the information processing system 100 places the particular variation item on the wall portion W of the virtual house H that is in the process of being crafted (step S 17 in FIG. 9 ).
- the second variation item may be presented in any manner.
- the variation presenting unit 45 may gray-out the second variation item, make it translucent, or display it in a smaller size than that of the first variation item.
- the key icon superimposed on the one item may be displayed in a different form than the key icons superimposed on the other items. For example, a key icon displayed in red may be superimposed on the one item, while a blue key icon may be superimposed on the other items.
- the user selects wall items of a common variation VR 1 (e.g., items of the “wooden wall” type in “orange” color) associated with the plurality of wall items W 1 and W 3 , and presses the “change” button B.
- the item replacement unit 54 replaces at least a portion of the plurality of items W 1 and W 3 forming the virtual house H with items of the common variation VR 1 (step S 27 ).
- the wall items W 1 and W 3 include portions with openings, and such portions correspond to the windows or doors through which the inside of the virtual house H can be seen.
- the wall items W 1 and W 3 are targets for replacement, a selected effect is added (displayed) to these wall items, as compared to other portions, and such selected effect is also added, just for the sake of convenience, to the window portions and door portions of the wall items W 1 and W 3 (and the visible inside of the virtual house H).
- the replacement processing such as color change
- a first variation item VR 3 not possessed by the user being specified includes, for example, the user operating the cursor C on the screen D to click on the icon of the first variation item VR 3 .
- the user operates the cursor C to, for example, press the input receiving region R 1 , the user (object O) can purchase the first variation item VR 3 .
- the region outputting unit 46 When the first variation item VR 3 not possessed by the user is specified, the region outputting unit 46 outputs a plurality of input receiving regions R 1 , R 3 , and R 5 at positions corresponding to the position where the first variation item VR 3 is presented on the screen D. For example, the region outputting unit 46 may output the plurality of input receiving regions R 1 , R 3 , and R 5 in association with the position where the first variation item VR 3 is presented on the screen D.
- the region outputting unit 46 may output the plurality of input receiving regions R 1 , R 3 , and R 5 at positions corresponding to the position where the first variation item VR 3 is presented on the screen D and in a manner such that a predetermined shape is formed by the input receiving regions R 1 , R 3 , and R 5 on the screen D (e.g., in a shape that surrounds the first variation item VR 3 ).
- the predetermined shape may be a given shape and may include shapes other than the above-mentioned shape.
- a first variation item VR 3 not possessed by the user being specified includes, for example, the user touching the icon of the first variation item VR 3 with their finger and maintaining the state for a certain period of time (i.e., pressing and holding the icon).
- the user taps (selects) any of the regions with their finger, and as a result, processing corresponding to the tapped region is executed.
- the plurality of input receiving regions includes an input receiving region R 5 for purchasing (acquiring) the first variation item VR 3 not possessed by the user (e.g., a light blue wooden wall) and an item that is of the same variation as, but of a different type from, the first variation item VR 3 , as a set of items.
- the input receiving region R 5 may receive an input to purchase a set of a light blue wooden wall item, a light blue ceiling item, and a light blue door item.
- a dialog may be displayed on the screen for such particular type of light blue item, stating, for example, that “You already possess a light blue XXX item. Would you like to buy this set?”
- This configuration can warn the user that the set of items the user is going to purchase includes an item that the user already possesses.
- users can purchase items using the legal tender they possess (e.g., Japanese yen).
- legal tender e.g., Japanese yen
- any method may be used for purchasing items.
- users may purchase in-game currency (e.g., coins or stones) that can be used in the game in advance with legal tender and use the in-game currency to purchase items.
- the information processing system 100 may be configured so as to allow for the purchase of items with currency other than legal tender, such as virtual currency.
- FIG. 17 is a flowchart showing an example of the virtual structure movement processing according to the first embodiment of the present invention.
- step S 41 If there is no change in inclination between the first and second placement surfaces PS 1 and PS 2 (No in step S 37 ), the processing goes to step S 41 .
- the movement unit 57 places the virtual house H on the second placement surface PS 2 (step S 41 ).
- step S 39 Based on an amount of change in inclination between the first and second placement surfaces PS 1 and PS 2 (e.g., an angle ⁇ shown in FIG. 19 ), the movement unit 57 adds a base portion BS 3 to the base portion BS 1 of the virtual house, and then places the virtual house H on the second placement surface PS 2 (step S 39 ).
- the movement unit 57 may be configured so as not to allow placement of the virtual structure on the second placement surface PS 2 .
- the movement unit 57 may alarm the user on the screen, stating that placement of the virtual structure on the second placement surface PS 2 is not allowed.
- FIG. 20 is a schematic configuration diagram (block diagram) showing an example of the functional configuration of the information processing server and player terminal according to the second embodiment of the present invention.
- the crafting control unit 50 of the player terminal 3 further includes a game management unit 62 .
- the recording unit 38 further records game operation information GOI.
- the third embodiment differs from the first embodiment in that each of the configurations provided in the display control unit and crafting control unit of the player terminal in the first embodiment is provided in the information processing unit of the information processing server.
- the third embodiment will now be described by focusing on the difference from the first embodiment.
- FIG. 21 is a schematic configuration diagram (block diagram) showing an example of the functional configuration of the information processing server and player terminal according to the third embodiment of the present invention.
- the information processing server 1 comprises, in terms of function, each of the configurations provided in the display control unit 40 and the crafting control unit 50 of the player terminal 3 in the second embodiment ( FIG. 20 ).
- the CPU 31 executes various types of processing according to programs recorded in the memory 33 or programs loaded from the recording unit 38 into the memory 33 .
- the memory 33 also appropriately stores, for example, necessary data for the CPU 31 to execute various types of processing.
- the CPU 31 and the memory 33 are connected to each other via the bus 34 .
- the input/output interface 35 is also connected to the bus 34 .
- the input/output interface 35 is also connected to the input unit 36 , the output unit 37 , the recording unit 38 , and the communication unit 39 .
- the input unit 36 is comprised of various buttons, a touch panel, or a microphone, etc., and inputs various types of information in response to instructing operations by an administrator, etc. of the information processing server 1 .
- the input unit 36 may be implemented by an input device, such as a keyboard or a mouse, which is separate from a main body that houses other units of the information processing server 1 .
- the output unit 37 is comprised of a display and a speaker, etc., and outputs image data and music data.
- the image data and music data output by the output unit 37 are output through such display, speaker, etc. in a manner such that the player can recognize them as images and music.
- the recording unit 38 is comprised of a semiconductor memory, such as a DRAM (Dynamic Random Access Memory), and stores various types of data.
- a semiconductor memory such as a DRAM (Dynamic Random Access Memory), and stores various types of data.
- the communication unit 39 realizes communications to be made with other devices.
- the communication unit 39 communicates with the information processing server 1 via the network N.
- the player terminal 3 is appropriately provided, as needed, with a drive (although such drive is not shown in the drawing).
- a drive is appropriately equipped with removable media comprising, for example, a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory.
- the removable media store programs for execution of a game and various data including image data. Programs read from the removable media by the drive and various data, including image data, are installed on the recording unit 38 as needed.
- the information processing server 1 includes a CPU 11 , a memory 13 , a bus 14 , an input/output interface 15 , an input unit 16 , an output unit 17 , a recording unit 18 , and a communication unit 19 .
- a CPU 11 central processing unit 11
- a memory 13 volatile and non-volatile memory 13
- a bus 14 an input/output interface 15
- an input unit 16 an output unit 17
- a recording unit 18 a communication unit 19 .
- a communication unit 19 Each of these units has the same functions as the above-described unit of the player terminal 3 having the same name with a different reference sign. Accordingly, any redundant explanations for these units will be omitted here.
- variation presenting unit presents, from among a plurality of variation items for the particular item, a first variation item and a second variation item in different forms, wherein the first variation item is possessed by the user and the second variation item is not possessed by the user.
- a virtual space providing system for providing a virtual space comprising:
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Computer Hardware Design (AREA)
- General Engineering & Computer Science (AREA)
- Software Systems (AREA)
- Computer Graphics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Architecture (AREA)
- Human Computer Interaction (AREA)
- Optics & Photonics (AREA)
- Processing Or Creating Images (AREA)
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JP2022-041413 | 2022-03-16 | ||
JP2022041413A JP7180021B1 (ja) | 2022-03-16 | 2022-03-16 | プログラム、仮想空間提供方法、及び仮想空間提供システム |
PCT/JP2022/030419 WO2023176008A1 (ja) | 2022-03-16 | 2022-08-09 | プログラム、仮想空間提供方法、及び仮想空間提供システム |
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US20250205605A1 true US20250205605A1 (en) | 2025-06-26 |
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US18/846,699 Pending US20250205605A1 (en) | 2022-03-16 | 2022-08-09 | Program, virtual space providing method, and virtual space providing system |
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US (1) | US20250205605A1 (enrdf_load_stackoverflow) |
JP (2) | JP7180021B1 (enrdf_load_stackoverflow) |
WO (1) | WO2023176008A1 (enrdf_load_stackoverflow) |
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JP2017000237A (ja) | 2015-06-05 | 2017-01-05 | 株式会社コロプラ | ゲームプログラム、対戦ゲームを提供するゲームサーバ及び方法 |
JP6325618B2 (ja) | 2016-09-14 | 2018-05-16 | 株式会社バンダイナムコエンターテインメント | ゲームシステム、サーバ及びプログラム |
CN108434739B (zh) | 2018-01-30 | 2019-03-19 | 网易(杭州)网络有限公司 | 游戏场景中虚拟资源的处理方法及装置 |
US10786734B2 (en) | 2019-02-20 | 2020-09-29 | Supercell Oy | Method for facilitating user interactions in gaming environment |
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- 2022-03-16 JP JP2022041413A patent/JP7180021B1/ja active Active
- 2022-08-09 WO PCT/JP2022/030419 patent/WO2023176008A1/ja active Application Filing
- 2022-08-09 US US18/846,699 patent/US20250205605A1/en active Pending
- 2022-11-16 JP JP2022183028A patent/JP2023138279A/ja active Pending
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JP7180021B1 (ja) | 2022-11-29 |
JP2023136017A (ja) | 2023-09-29 |
WO2023176008A1 (ja) | 2023-09-21 |
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